<!-- sakura shader -->
<script id="sakura_point_vsh" type="x-shader/x_vertex">
uniform mat4 uProjection;
uniform mat4 uModelview;
uniform vec3 uResolution;
uniform vec3 uOffset;
uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

attribute vec3 aPosition;
attribute vec3 aEuler;
attribute vec2 aMisc; //x:size, y:fade

varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;

//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;

varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;

void main(void) {
  // Projection is based on vertical angle
  vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
  gl_Position = uProjection * pos;
  gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
  
  pposition = pos.xyz;
  psize = aMisc.x;
  pdist = length(pos.xyz);
  palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
  
  vec3 elrsn = sin(aEuler);
  vec3 elrcs = cos(aEuler);
  mat3 rotx = mat3(
      1.0, 0.0, 0.0,
      0.0, elrcs.x, elrsn.x,
      0.0, -elrsn.x, elrcs.x
  );
  mat3 roty = mat3(
      elrcs.y, 0.0, -elrsn.y,
      0.0, 1.0, 0.0,
      elrsn.y, 0.0, elrcs.y
  );
  mat3 rotz = mat3(
      elrcs.z, elrsn.z, 0.0, 
      -elrsn.z, elrcs.z, 0.0,
      0.0, 0.0, 1.0
  );
  mat3 rotmat = rotx * roty * rotz;
  normal = rotmat[2];
  
  mat3 trrotm = mat3(
      rotmat[0][0], rotmat[1][0], rotmat[2][0],
      rotmat[0][1], rotmat[1][1], rotmat[2][1],
      rotmat[0][2], rotmat[1][2], rotmat[2][2]
  );
  normX = trrotm[0];
  normY = trrotm[1];
  normZ = trrotm[2];
  
  const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
  
  float tmpdfs = dot(lit, normal);
  if(tmpdfs < 0.0) {
      normal = -normal;
      tmpdfs = dot(lit, normal);
  }
  diffuse = 0.4 + tmpdfs;
  
  vec3 eyev = normalize(-pos.xyz);
  if(dot(eyev, normal) > 0.0) {
      vec3 hv = normalize(eyev + lit);
      specular = pow(max(dot(hv, normal), 0.0), 20.0);
  }
  else {
      specular = 0.0;
  }
  
  rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
  rstop = pow(rstop, 0.5);
  //-0.69315 = ln(0.5)
  distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
}
</script>
<script id="sakura_point_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif

uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

const vec3 fadeCol = vec3(0.08, 0.03, 0.06);

varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;

//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;

varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;

float ellipse(vec2 p, vec2 o, vec2 r) {
  vec2 lp = (p - o) / r;
  return length(lp) - 1.0;
}

void main(void) {
  vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
  vec3 d = vec3(0.0, 0.0, -1.0);
  float nd = normZ.z; //dot(-normZ, d);
  if(abs(nd) < 0.0001) discard;
  
  float np = dot(normZ, p);
  vec3 tp = p + d * np / nd;
  vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
  
  //angle = 15 degree
  const float flwrsn = 0.258819045102521;
  const float flwrcs = 0.965925826289068;
  mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
  vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
  
  float r;
  if(flwrp.x < 0.0) {
      r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
  }
  else {
      r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
  }
  
  if(r > rstop) discard;
  
  vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
  float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
  col *= vec3(1.0, grady, grady);
  col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
  col = col * diffuse + specular;
  
  col = mix(fadeCol, col, distancefade);
  
  float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
  alpha = smoothstep(0.0, 1.0, alpha) * palpha;
  
  gl_FragColor = vec4(col * 0.5, alpha);
}
</script>
<!-- effects -->
<script id="fx_common_vsh" type="x-shader/x_vertex">
uniform vec3 uResolution;
attribute vec2 aPosition;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
  gl_Position = vec4(aPosition, 0.0, 1.0);
  texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
  screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script>
<script id="bg_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif

uniform vec2 uTimes;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
  vec3 col;
  float c;
  vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
  c = exp(-pow(length(tmpv) * 1.8, 2.0));
  col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
  gl_FragColor = vec4(col * 0.5, 1.0);
}
</script>
<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
  vec4 col = texture2D(uSrc, texCoord);
  gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
}
</script>
<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
uniform vec4 uBlurDir; //dir(x, y), stride(z, w)

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
  vec4 col = texture2D(uSrc, texCoord);
  col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
  col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
  col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
  col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
  gl_FragColor = col / 5.0;
}
</script>
<!-- effect fragment shader template -->
<script id="fx_common_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
  gl_FragColor = texture2D(uSrc, texCoord);
}
</script>
<!-- post processing -->
<script id="pp_final_vsh" type="x-shader/x_vertex">
uniform vec3 uResolution;
attribute vec2 aPosition;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
  gl_Position = vec4(aPosition, 0.0, 1.0);
  texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
  screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script>
<script id="pp_final_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform sampler2D uBloom;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
  vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
  vec4 bloomcol = texture2D(uBloom, texCoord);
  vec4 col;
  col = srccol + bloomcol * (vec4(1.0) + srccol);
  col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
  col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
  
  gl_FragColor = vec4(col.rgb, 1.0);
  gl_FragColor.a = 1.0;
}
</script>